It’ll probably start around when I get out of school, but I’ll put up some of the work I’ve done on it in this post every now and then. What’s presented here is hardly complete, so some of it might make zero sense. All of it is up for edit.
- Ancient History:
- The Ancient World:
- The old continent was pervaded by elder magic (even to them, dark magic was an archaic and fundamental power), which was regarded as the most human magic. They were more advanced in all forms of magic, and tales telling of such miracles as resurrecting the dead have flittered down to the modern day. Many problems could be solved through the use of magic, and the most dominant form of political organization was a magocracy.
The best recorded ancient nations are Halidrome and Galantri, each supposedly representative of the state of the old continent (known as Hali, Urden, or Haliurden depending on who you’re talking to). The two magocracies were locked in a bloody and unending war, which historians estimate lasted around eleven years. Halidrome suffered from widespread poverty and disease (likely from concentrating in their fortresses) while Galantri experienced class warfare on varying levels (liberated slaves, peasants, the absurdly rich, mages, and the army). Their war forced citizens to look ever inward, concerned about their own needs.
- The Highest Magic:
- Eventually a movement begin (historians aren’t sure where or when) that sought to quell the evil in the human heart through the use of dark magic. Many in Halidrome and Galantri quickly joined the movement, fleeing the atrocities of war for the hope of a better human race. Indeed even many Halidrome leaders secretly supported the movement, despite the fact it was popularly regarded as foolishness, a miracle too steep to be performed. Some philosopher-types argued that evil could not be defined, nor could humanity be called humanity without it.
In any case, the movement was large enough across the ancient world that the magic could actually be attempted. It had even attracted a number of dragons and manaketes who despaired over the human state. After the spell had been conceptualized, a huge network of conjoined casters and ritualists performed the most complex spell ever recorded. The basic process consisted of using elder magic to rewrite human nature and generate an enormous amount of energy. The energy was then funneled into an anima spell to sow the land with bountiful plenty so that there would never be a shortage of resources.
The spell succeeded.
- Although a number of ritualists and casters died from the spell (it wasn’t surprising, elder magic is a give and take force), the majority of the continent fell under its power, even the greater portions of Halidrome and Galantri. In fact, only a tiny swathe of land on the Eastern edge of the old continent was recorded to be unaffected, leaving Halidrome and Galantri as the only remaining human civilizations. Many of their old brethren, now considered ‘enlightened’ or ‘saints’ interjected on the war, ending it.
While not everyone was affected by the spell, much of humanity had become saints, living in a green, verdant land. While the population growth plummeted, everyone could be said to have been happy. Love was universal, delicious food and health resonated through the land. People pondered if death itself could be conquered next, and most saints were willing to sacrifice themselves to explore that end.
- A Phenomena:
- Somewhere down the line, an oddity occurred. Strange entities of no set shape or form would spawn from nothingness, and have to take part in the world. They had no family, no history, and no wisdom. The saints could do little but think of them as lost children, and try to take them in and help them. This was a relatively difficult process, considering that the lion’s share of these entities were inclined to murder indiscriminately and those with phallic organs raped everything in sight. Some were incredibly large and powerful, and would claim “domains” and the right to rule over humans and others like themselves. The monstrosities would enslave humans, saints, and other monstrosities and see how long they could survive adverse conditions, seemingly finding some amusement in this process. Some just enjoyed destruction the beautiful landscape about them.
Somewhere down the line, these monstrosities became known as demons. Humans quickly adopted the stance to destroy any demon encountered (ironically, Halidrome and Galantri were perhaps the safest places to live). Saints on the other hand were relatively divided. One faction desired to use elder magic to erase evil from these new creatures as demons displayed a remarkable affinity for elder magic just as humans did, so it was assumed it could work for them just as it had worked for the humans. Another faction sought compromise and coexistence with the demons while a final faction believed that for the sake of humanity, demons would have to be forcibly removed or purged.
- The War of Good and Evil:
- It seems history favored the final faction (perhaps the first faction did not have the magical aptitude for their task, it is unknown), as a continent-wide war broke out between saints and demons. Dragons, humans, and other races graced both sides but could never match the cunning brutality of the demons or the miraculous power of the saints. The saints proved to be enormously effective at organized slaughter, on part due to the utility and complexity of their magic. The demons could hardly be constructed as a challenge even, since they enjoyed fighting themselves as much as they enjoyed battling saints.
The war continued without end, as demons never ceased to spawn. Demon-slaying was a chore, albeit a dangerous one, until cataclysmic explosions started to wrack the land. All life in the area would be extinguished and where paradise once existed barren wasteland would prevail. The cataclysms were rare enough (they were also very hot debate amongst the magical circles of saints), but were accompanied by a force far more deadly than the sudden widespread loss of life: a host of demons, each numbering beyond what historians claim they can ascribe proper description to. They like to say that a single one of these hosts would be sufficient to end the modern world.
- The Expedition:
- The saints were losing, it was an unavoidable fact. No matter how many hosts they eradicated, pure attrition and the destruction of the cataclysms were taking their toll. It seemed the world was coming to an end. Only Hell would remain, until the inevitable climax where demons realized that the barren wastelands could not sustain even them.
One faction of saints decided it was time to secure safety for the humans. Of this faction, six saints were selected (each masters of some facet of magic) and were directed to lead the remaining humans off the continent in a massive oceanic migration. In a worst case scenario it was assumed that these six possessed at least the capacity to sacrifice themselves and create a small island. The other saints would stay on the old continent to do battle and protect the process of mass migration. Halidrome and Galantri repurposed their navies for lengthy human transport, preparing to evacuate.
- The Origin of Nations:
- Discovery of Hope:
- The expedition was shorter than expected, and although the weather and seas were contrary to boat travel (as they had been for years), the magic of the saints made the trip feel more like a cruise. Even so, supplies were coming near to an end—the saints had favored taking more passengers than more cargo. When the expedition hit their first beach with promises of a larger landmass, they called the place Hope.
The expedition quickly realized the beach they had found extended into a disheartening desert. Saint Elise of Wind theorized habitable lands would lie beyond the mountain range in the distance while Saint Ysune of Ice figured that if rain fell on this land at all, it would have come from the ocean, broke at the mountains, and rained over the desert (clearly not the case).
Given the state of supplies and the people, the saints decided to try the mountains, with the exception of Ysune. She took a portion of the expedition and sailed south, much to the chagrin of the other saints (her level of mastery with ice would have been helpful in the desert). It is unknown to this day what happened to her split expedition. Some assume she lost the coast and, without Elise, was unable to endure the high seas.
- Kalisht, Land Under the Light:
- The mountains proved to be farther than anticipated, and the trek across the desert quickly became deadly. Those infirm and old begin to bring their families down, and were forced to stay within the desert or return to the boats rather than risk the mountains. Saint Alyssa of Light could not bear to abandon the humans who were falling behind, and felt that at least one of the saints should remain with them. Under her guidance, a nomadic nation began to take form.
Alyssa took it upon herself to tackle this new nation’s largest problem: the health of its inhabitants, as a large portion who stayed behind were quite ill. It would also aid with the water problem as a breed of poisonous plant (called Hermiphae) grew well in the desert and seemed to gather moisture from the ocean. At her directive a circuit of magical amplifiers was constructed throughout the desert (later to be enshrined as temples) and she cast a spell she called Kalisht, adding healing properties to the never-ending light that illuminates the desert. People were able to consume Hermiphae, albeit only in low amounts and occasionally with enfeebling side effects.
By the end of Alyssa’s natural life, Kalisht had settled into a clannish society, family units living in nomadic conditions. As Halidrome had the institution of marriage and Galantri did not, Kalisht developed a unique coupling tradition where two perspective partners would leave their clan(s) and wander the desert. When and if another clan would accept the two into their fold, their coupling would be consummated. The reunion of clans thus is an enormously festive event where old brothers and sisters can be met with.
- Esteres, Land Over the Mountains:
- The mountains turned out to be a large volcanic range, which although hardly habitable, would later prove useful in the production of the once rare black-bread, reliant on a crop that performs well in ashen soil. Below the Lava Rocks, as the mountain range was called, was a wide valley crossed with plains, hills, and small forests. The land was deemed Esteres (the word ‘life’ in an ancient tongue), and quickly became the home of the expedition.
The first setters were notably dependent on a form of native fauna known as the belaphont, large beasts featuring plates of chitin. Although originally solitary, belaphonts grouped together as they were hunted and driven from their grazing grounds. When an entire herd whipped out a village, belaphonts then became a threat. It was until the species was nearly extinct that an 11-year old boy published a book called ‘Uh, Guys… they Think’ that the settlers realized belaphonts were sentient, albeit unintelligent race. The mammoth creatures are now sacred to Esteres. Even so, they keep their distance from humans.
In terms of political organization, Esteres hardly desired another magocracy (magocracies receiving the blame for ancient struggles). Instead they wished for political power to reside with the saints. Elise and Isoef of Elder would not accept the mantle of leadership while the other two saints, Hathor of Thunder and Aaron of Fire, had markedly different views about government. Hathor preferred a strict government and empowered bureaucracy whereas Aaron was more hands free. Aaron believed law should be left to local, more involved authorities, if there was to be law at all. He felt goodwill towards others was an easy substitute to law and that people should be free to act within good reason. Aaron’s views were far more popular, earning him the name of king. Since that time the royal family of Esteres has been primarily inactive, leaving towns to govern themselves.
- Hath, Land Beyond the Plains:
- Hathor eventually grew wearisome from the anarchy of Esteres. He took those who would follow and headed farther west to unsettled territory. There he discovered a wetland that broke into the western coast of Hope. His people named it in honor of him, happy to find rivers, deltas, and wildlife abound. Hath supported superior farmland in comparison to Esteres, was blanketed in trees, and featured a number of natural queries. At night vast quantities of mageflies would emit a half-foot of colored light, bathing the land in a unique form of beauty.
Hathor made this land his kingdom and saw the rise of a great civilization. He began to designate areas as reserved, residential, for economic purposes, and similar such labels. He construed large scale construction projects which would be completed only after his lifetime, earning Hath a reputation for its architecture. He established Hope’s first and only currency of sparks which would later permeate throughout all of Hope. He worked to ensure that all walks of life could remain above poverty, creating a system of indentured servitude so that the rich could cover the poor.
- The First Republic, Land Above the Tyrants:
- Hath’s system of indentured servitude drew heavily on ancient Galantri slave laws. While it did manage to feed and clothe every serf, they essentially lacked any rights when it came to their master. As a result class divisions begin to fester, much like they had in ancient Galantri. When a sex and snuff circle was exposed by a woman who had lost her mother, a civil war erupted between those who believed the power of the upper classes was too absolute and those who wished to resolve the crisis through the normal Hath political process.
The king at the time desired only a nonviolent resolution after the first acts of rebellion. He believed in the rebel’s plight and felt it was a failure of royal rule that such a problem existed. His attempts at negotiation were interfered with by Saint Isoef, however, and war ensued. The rebels managed to capture Dolanari Pass prior to proper fortification by Hath, securing the singular pass between the northern and southern halves of Hath. After a failed sortie to recapture the pass, the king surrendered northern Hath to the rebels in return for safe passage of any and all loyalists in rebel territory.
Thus the First Republic was born, a democratic nation where every individual held power. Although the war had been short (barely longer than a year), Hath’s infrastructure had been a target of both sides. The Republic has been rebuilding, but has not proved as successful in reconstruction as Hath. As a result the First Republic is an impoverished country which heavily relies on its fishing enterprises and charity from Esteres.
- Mulan, Land Among the Trees:
- Once the first years of Esteres had passed, Saint Elise was ready to retreat from the bustling world of humans. She wished to live a solitary life in the mountains, but there were many who did not want to see her go. When she finally gathered the resolve to make the journey she could not find it in herself to refuse those who would follow her.
She settled below the waterfall Mulan (the namesake of its explorer), whre flowers bounded the trees. She and her followers did their best to remake a paradise of the Ancient World, transforming Mulan into a natural garden. Over time the descendants of Saint Elise’s party expanded the beauty of Mulan, establishing the smallest, most secluded nation of Hope.
Mulan has remained apart from world affairs, although it is not uncommon for a Mulani to tour the rest of Hope out of curiosity. Inhabitants of other countries often travel to Mulan as a vacation, occasionally settling down there permanently, entranced by its beauty and musical culture of its people.
- Character Creation:
- Character creation is a fairly simple process: essentially you pick a base class and a rank E weapon that class can wield to start with. You then have 70 ‘growth points’ to add to your class’s growth rates. Adding a growth point to any growth increases it by 1%, with the exception of HP, which increases in increments of 2%. You also choose an asset and a flaw from HP, POW(STR/MAG), SKL, SPD, LCK, DEF, and RES, which increase/decrease your starting and maximum stats. If your asset is HP or LCK, add 4 to your starting stats (subtract 2 if either is your flaw). For other stats, add 2 if it is your asset and subtract 1 if it is your flaw. The idea is to create a character that might represent fantasy you, although if you wish to create a fictitious character I won’t stop you. Feel free to add any level of description and background you desire.
Additionally, I’d like you to create a “minor character” as well (optional). They are made like major characters (the first character you made), albeit you don’t pick their weapon and they only have 35 growth points. I think it’d be cool to name them after our screen names. For instance, I could make a Riekie or Ippy. Leave the background of these characters to be officiated at a later date.
Finally, it’s necessary to choose an affinity and CON modifier for your characters. Affinity represents your character’s personality and determines what kind of bonuses the character imparts when he or she supports another character. Affinities can be chosen from: light, dark, anima, fire, wind, ice, and thunder. CON stands for constitution and represents a character’s body build. Classes have a base CON, which you can choose to add or subtract either 1 or 2 from to better define your character. Subtracting 2 CON increases your starting speed by 1 while adding 2 CON decreases your base speed by 1. The purpose of CON as a stat is detailed elsewhere.
- Growths and Max Stats:
- Character creation can get a little more complex when trying to figure out appropriate growths for the character you want to make. The fire emblem series features max stats, meaning having an absurdly high growth will gimp you in the long run, and doesn’t necessarily give you an advantage early on, since your other stats will suffer. Max stats are determined by a characters promoted class plus their asset and flaw. For quick creation, consider 50% growth a max stat your class is strong in and 40% a maxed stat your class is weak in. Add 10% if the stat is your asset, subtract 5% if it is your flaw.
Alternatively, you can try to judge for yourself by adding the following modifiers to your promoted class’s (if you’ve already decided) max stats. Note that max stats for a base class are 30 HP, 30 LCK, 20 for all else, plus/minus your asset/flaw modifiers. Max stats for a promoted class are 60 HP, 30 LCK, and whatever is listed by the class plus or minus your asset/flaw modifiers.
Asset/Flaw is to the left, the modified stats are represented via columns.
There are a total of 40 levels to be gained throughout play, however using a promotional item (lvls10-20) before you reach level 21 allows you to reduce your total amount of levels. This will net you promotional gains quicker and allow you to bypass the 20 stat cap for base classes sooner. At level 3x though, it may start to hurt.
- Stat Importance:
- HP: Health is the most reliable and general purpose of the defensive stats. It is also the cheapest to increase growth-wise, making it superior for the purpose of surviving 1-3 hits.
POW: Power is rarely unhelpful, and it’s relatively difficult to get by without it. It is arguably the singular most importance stat as it is vital to both offensive and balanced builds. It stands well on its own, unlike SKL and offensive SPD, which both rely on POW to a degree.
SKL: Skill is of varying importance, since it’s possible to hit enemies without it by simply applying weapons correctly. It barely adds to critical chance, making it questionable for even high-skill classes to take. However, it combos with certain abilities, and can be a great boon to inaccurate weapons.
SPD: Speed is a make it or break it stat. If you dodge an attack the speed was a good investment, if it hits all your speed means nothing. Certain weapons are just impossible to avoid (ie Starlight). Having 4 more speed than an enemy allows another attack (and vice versa), but if you only have 3 more points than the enemy that’s 3 points that aren’t in POW, DEF, or some stat that is plainly useful.
LCK: Luck is the weakest stat upfront, increasing avoid at half the rate of speed. However, luck also decreases the critical chance of enemies attacking you, which can be the difference between life and death. Glass cannon types might want marginal investments in luck, since they rely on predictability.
DEF: Defense only affects physical attacks and increases at half the rate of HP, making it a bit unattractive. However it can increase concurrently with HP, and is far more effective against iterative attacks and critical hits. If you want to take an attack from a dedicated damage dealer or simply can’t avoid taking damage, DEF becomes a must.
RES: Resistance, although the magical counterpart of DEF, is actually weaker. There are less casters than weapon users, many tomes trade damage for utility, and all caster’s eventually can use the staff, occasionally forgoing their attack altogether. Also, there is a lesser quantity of effective weapons in tomes, meaning HP can often substitute for RES in the case of armored or horse units.
CON: Constitution is essentially a tributary stat to speed. A higher constitution means heavier weapons can be used without speed penalties while a low constitution increases the risk of being double attacked. Constitution also determines what units a unit can or cannot rescue (the rescued unit must have an equal or lower CON score). Units that regularly use heavy weapons might want to invest in DEF/RES.
- Abilities and Training:
- All characters start with 2 ability points (AP) which are used to learn abilities from ability scrolls. By expending 2 ability points, a character can use a scroll to learn one ability imprinted on the scroll. If that ability is listed under a class the character has been (such as a stealth scroll for a thief/assassin), then the character only has to spend 1 ability point to gain use the scroll.
Every 4 levels, a character becomes eligible for training beyond the normal scope of field combat and thus gains a training point (TP). By going to a viable training ground for one of the character’s classes, that character can pay to turn their TP into stat points. Alternatively characters can use their TP to use stat increase items, which give more stats than a training ground but only offer an increase for one stat.
- Lv2 Lord, 90 EXP
Asset: HP, Flaw: SKL, Affinity: Fire
Growths: HP 80 STR 35 SKL 15 SPD 55 LCK 30 DEF 40 RES 55
Sword E (15)
18 HP, 3 STR, 1 SKL, 6 SPD, 0 LCK, 4 DEF, 4 RES, 6 CON, 5 MOV
Inventory: Iron Sword 35/46, Iron Sword 46/46, Banishment 43/45, Vulnerary 3, 4080S
- Lv1 Mercenary, 10 EXP
Asset: Speed, Flaw: HP, Affinity: Wind
Growths: HP 70 STR 30 SKL 35 SPD 40 LCK 30 DEF 40 RES 30
Axe E (2), Sword E (1)
13 HP, 2 STR, 1 SKL, 5 SPD, 0 LCK, 2 DEF, 2 RES, 9 CON, 5 MOV
Inventory: Iron Axe 45/46, Mysterious Device 1/45
- Lv1 Archer, 50 EXP
Asset: Speed, Flaw: Defense, Affinity: Wind
Growths: HP 60 STR 50 SKL 45 SPD 50 LCK 40 DEF 20 RES 25
Bow E (4)
13 HP, 3 STR, 5 SKL, 5 SPD, 0 LCK, -1 DEF, 1 RES, 7 CON, 5 MOV
Inventory: Iron Bow 42/46
- Lv1 Knight, 62 EXP
Asset: Def, Flaw: Luck, Affinity: Ice
Growths: HP 100 STR 45 SKL 30 SPD 20 LCK 25 DEF 55 RES 35
Lance E (7)
17 HP, 2 STR, 3 SKL, 0 SPD, -2 LCK, 7 DEF, 3 RES, 14 CON, 4 MOV
Inventory: Iron Lance 42/46, Vulnerary 3
- Lv1 Shaman, 32 EXP
Asset: MAG, Flaw: SPD, Affinity: Dark
Growths: HP 70 MAG 60 SKL 30 SPD 15 LCK 30 DEF 50 RES 40
Dark E (4)
15 HP, 5 MAG, 2 SKL, 0 SPD, 0 LCK, 3 DEF, 4 RES, 8 CON, 5 MOV
Inventory: Flux 45/46
- Lv1 Mage, 80 EXP
Asset: LCK, Flaw: DEF , Affinity: Anima
Growths: HP 60, MAG 70, SKL 40, SPD 30, LCK 30, DEF 20, RES 35
Anima E (7)
12 HP, 5 MAG, 3 SKL, 1 SPD, -1 DEF, 4 RES, 4 CON, 5 MOV
Inventory: Ice 26/30
Last edited by Ippy on Tue Aug 06, 2013 7:29 pm; edited 24 times in total